Merge branch 'master' into fairylights

This commit is contained in:
Dahlular
2022-05-04 14:12:41 -06:00
111 changed files with 3251 additions and 611 deletions
+30
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@@ -0,0 +1,30 @@
/obj/item/reagent_containers/food/snacks/grown/wheat/
var stacktype = /obj/item/stack/tile/hay
var/tile_coefficient = 0.02 // same as grass
/obj/item/reagent_containers/food/snacks/grown/wheat/attack_self(mob/user)
to_chat(user, "<span class='notice'>You prepare the hay bedding.</span>")
var/grassAmt = 1 + round(seed.potency * tile_coefficient) // The grass we're holding
for(var/obj/item/reagent_containers/food/snacks/grown/wheat/G in user.loc) // The grass on the floor
if(G.type != type)
continue
grassAmt += 1 + round(G.seed.potency * tile_coefficient)
qdel(G)
new stacktype(user.drop_location(), grassAmt)
qdel(src)
/obj/structure/nestbox
name = "nest box"
icon = 'hyperstation/icons/obj/hydroponics/farming.dmi'
icon_state = "nestbox"
desc = "A little nest box, for collecting eggs"
density = FALSE
anchored = TRUE
/obj/structure/nestbox/wrench_act(mob/living/user, obj/item/I)
user.visible_message("<span class='warning'>[user] disassembles [src].</span>",
"<span class='notice'>You start to disassemble [src]...</span>", "You hear clanking and banging noises.")
if(I.use_tool(src, user, 20, volume=50))
new /obj/item/stack/sheet/mineral/wood (loc, 4)
qdel(src)
+44
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@@ -0,0 +1,44 @@
/obj/structure/jacuzzi
name = "jacuzzi"
icon = 'hyperstation/icons/obj/jacuzzi.dmi'
icon_state = "tub"
desc = "A luxurious pool, but with bubbles!"
var/filled = TRUE
density = FALSE
var/mutable_appearance/waterlower
var/mutable_appearance/water
var/mutable_appearance/top
var/mutable_appearance/mist
anchored = TRUE
//Dont move, it goes in walls and is shit.
///obj/structure/jacuzzi/attackby(obj/item/W, mob/user, params)
// if(istype(W, /obj/item/wrench))
// W.play_tool_sound(src)
// anchored = !anchored
/obj/structure/jacuzzi/Initialize()
. = ..()
top = mutable_appearance('hyperstation/icons/obj/jacuzzi.dmi', "tub_top")
top.layer = 5
add_overlay(top)
/obj/structure/jacuzzi/attack_hand(mob/user)
. = ..()
filled = !filled
if(!filled)
cut_overlay(waterlower)
cut_overlay(water)
cut_overlay(mist)
else
waterlower = mutable_appearance('hyperstation/icons/obj/jacuzzi.dmi', "water")
water = mutable_appearance('hyperstation/icons/obj/jacuzzi.dmi', "over_water")
mist = mutable_appearance('hyperstation/icons/obj/jacuzzi.dmi', "mist")
waterlower.layer = 3
water.layer = 10
mist.layer = 11
mist.pixel_y = 5
add_overlay(waterlower)
add_overlay(water)
add_overlay(mist)
+69
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@@ -129,3 +129,72 @@ obj/item/clothing/neck/stole/black
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
heat_protection = CHEST|GROIN|ARMS
armor = list("melee" = 60, "bullet" = 80, "laser" = 80, "energy" = 90, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 50)
/obj/item/clothing/under/raccveralls
name = "form fitting overalls"
desc = "A tight form fitting pair of overalls."
icon = 'hyperstation/icons/obj/clothing/uniforms.dmi'
icon_state = "raccveralls"
alternate_worn_icon = 'hyperstation/icons/mobs/uniforms.dmi'
item_state = "raccveralls"
can_adjust = FALSE
/obj/item/clothing/under/officesexy
name = "Revealing office uniform"
desc = "A sexy office uniform, that has a low cropped front to show off some chest, or bra. And a tall dress that covers the stomach, complete with a set of buttons."
icon = 'hyperstation/icons/obj/clothing/uniforms.dmi'
icon_state = "office_revealing"
alternate_worn_icon = 'hyperstation/icons/mobs/uniforms.dmi'
item_state = "office_revealing"
can_adjust = FALSE
mutantrace_variation = NO_MUTANTRACE_VARIATION
/obj/item/clothing/under/vaultsuit
name = "vault suit"
desc = "A tight form fitting Vault-Tec standard issue Vault Jumpsuit! Snazzy!"
icon = 'hyperstation/icons/obj/clothing/uniforms.dmi'
icon_state = "vaultsuit"
alternate_worn_icon = 'hyperstation/icons/mobs/uniforms.dmi'
item_state = "b_suit"
can_adjust = FALSE
var/firstpickup = TRUE
var/pickupsound = TRUE
/obj/item/clothing/under/vaultsuit/no_sound
pickupsound = FALSE
/obj/item/clothing/under/vaultsuit/equipped(mob/user, slot)
. = ..()
if(!pickupsound)
return
if(!ishuman(user))
return
if(slot == SLOT_W_UNIFORM)
if(!firstpickup)
SEND_SOUND(user, sound('hyperstation/sound/effects/vaultsuit/FalloutEXPUp.ogg', volume = 50))
else
firstpickup = FALSE
SEND_SOUND(user, sound('hyperstation/sound/effects/vaultsuit/FalloutLevelUp.ogg', volume = 50))
SEND_SOUND(user, sound('hyperstation/sound/effects/vaultsuit/InkSpotsSting.ogg', volume = 60))
return
/obj/item/clothing/suit/tunnelfox
name = "tunnel fox jacket"
desc = "Tunnel Foxes Rule!"
icon = 'hyperstation/icons/obj/clothing/suits.dmi'
icon_state = "tunnelfox"
alternate_worn_icon = 'hyperstation/icons/mobs/suits.dmi'
item_state = "tunnelfox"
body_parts_covered = CHEST|LEGS|ARMS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
/obj/item/clothing/suit/tunnelfox_t
name = "opened tunnel fox jacket"
desc = "Tunnel Foxes Rule!"
icon = 'hyperstation/icons/obj/clothing/suits.dmi'
icon_state = "tunnelfox_t"
alternate_worn_icon = 'hyperstation/icons/mobs/suits.dmi'
item_state = "tunnelfox_t"
body_parts_covered = CHEST|LEGS|ARMS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT